Timewalking Dungeon Weekend

While this event is active, players level 71 or higher may access a special Timewalking Dungeon Finder queue, which scales players and their items down to revisit past dungeons from The Burning Crusade expansion. While Timewalking, bosses will yield loot appropriate for a player's natural level.

There are five Timewalking instances you can run, which we have detailed strategy guides for:

For Burning Crusade Timewalking Dungeons, you retain all of your talents but your gear is scaled down to ilvl 95. You can use the "scale ilvl" button on item search results, or the "Timewalking BC" checkbox on item pages, to see what your gear scales down to. Since the ilvl is so low, this means you can break out old legendaries--you're not limited to Warlords of Draenor gear!

Players can also loot ilvl 660 items from Timewalking bosses. See a full list of possible drops with our Timewarped filter. These items resemble the original Burning Crusade items and have iconic transmog looks, such as recolored Tier 1 and 2.

To queue up for Timewalking, simply visit the Adventure Journal, or use the Group Finder Dungeon section.

Make sure to pick up Una senda ardiente a través del tiempo--completing 5 Timewalking dungeons rewards a Sello de destino inevitable which can be used for Hellfire Citadel, Kazzak, and Mythic Dungeon Bonus Rolls. Need help downing any of that content? Here are links to our Dungeon and Raid guides, which include tips for all roles, screenshots of harmful abilities, and even instructions on tricky trash:

Blue Posts

In addition to 6.2 hotfixes, which we've been compiling in a post here, Blizzard has been addressing the Salvage Yard nerf, strongboxes in Random Battlegrounds, and upcoming Ashran Hotfixes.

Salvage Yard Nerf

Bashiok

Unless you were Doing It Wrong™ your Garrison has/had a Salvage Yard. That's not an interesting building choice, and clearly the rewards it provided were just too good to value any other potential options. Buildings providing clear benefits at different stages through character level and Garrison progression work out, but the Salvage Yard was just the only correct answer for everyone.

I totally get that the rewards were really good, and now they are not as good, and... that's bad because we all like good rewards for little effort, but the goal of balance is not to have one clear path of least resistance, especially considering the gameplay it involved were simply Garrison missions. It was impactful enough a change though that we waited until 6.2 instead of changing it earlier through a hotfix.

Strongboxes in Random Battlegrounds

Lore

We've been seeing some confusion about how Strongboxes are awarded in Random BG's, so I wanted to take a moment to clarify.

In point-based Battlegrounds (Arathi Basin, Eye of the Storm, Battle for Gilneas, Temple of Kotmogu, Silvershard Mines, and Deepwind Gorge), Strongboxes are awarded based on how many points the losing team was able to earn before the match ended. Earning 500 points will award a Bronze Strongbox, and earning 1000 points will award a Silver Strongbox.

In capture the flag Battlegrounds (Warsong Gulch and Twin Peaks), Strongboxes are awarded based on how many times the losing team was able to capture the flag. One capture will award a Bronze Strongbox, and 2 captures will award a Silver Strongbox.

In Alterac Valley and Isle of Conquest, Strongboxes are awarded to the losing team based on how many reinforcements the winning team had remaining when the match ended. If the winning team had 300 or fewer reinforcements left, the losing team will be awarded a Bronze Strongbox. If the winning team had 100 or fewer reinforcements left, the losing team will be awarded a Silver Strongbox.

In Strand of the Ancients, Strongboxes are awarded to the losing team based on how far they were able to progress before their turn ended. Destroying either the blue or green gate will award a Bronze Strongbox. Destroying the yellow gate will award a Silver Strongbox.

Of course, winning any Battleground will award a Gold Strongbox. In addition, Strongboxes are awarded to every player on the team that earned them, as long as they are still in the game when the match ends.

The goal of this system is to ensure that, even if you think your team is likely to lose, it's still worth your while to put up as much of a fight as possible and stay through to the end of the match.

Upcoming Ashran Hotfixes

Lore

We have a couple hotfixes in the works intended to improve the player experience in Ashran, and wanted to bring them to your attention.

First, we've reduced the maximum number of players per side to 40. We've also increased the number of available Ashran instances, to compensate for having fewer spaces in each Ashran. Since Ashran was changed in Patch 6.2 to automatically place players in a raid group upon entering, we feel that having 40 players on each side makes more sense, instead of splitting players into two separate raid groups. This hotfix went live on Wednesday.

The second hotfix is intended to limit situations where one faction is unable to win events for extended periods of time, by increasing their damage and healing. Once this hotfix is in effect, a bonus will be granted to the faction that has been losing the most events in a particular Ashran instance. For example, when the Alliance are winning more events, the Horde will have the bonus, and vice versa. The bonus is decreased or increased in increments of 5% for every event that faction wins or loses, up to a possible maximum of 50% increased damage and healing in extreme cases.

In other words, every time your faction loses an event, it will be 5% easier for you to win the next one. If your faction currently has the damage and healing buff, it will go up by another 5%. If the opposing faction has the buff, then it will go down by 5%.

Please note that, due to the nature of this hotfix, there is no visible buff on the player that shows you what benefit you're currently receiving. We may be able to add a visible buff in the future, but that would require a patch, and we didn't want to delay getting this hotfix out. It will go live the next time realms are restarted.

Holinka

Hello everyone, I'd like to address some of the common points I'm seeing mentioned in this thread.

First, I want to stress that the intent of Ashran is to provide a very different play experience than Arenas or Battlegrounds. The vision is a large PvP space where players are moving throughout the zone, competing for rewards, in a faction themed conflict. As many of you know, there hasn't been enough fighting in Ashran, for a number of reasons and we're looking to change that.

One of the most important factors driving player behavior in Ashran is the reward structure and how efficiency drives group behavior. Specifically, I mean that when the same reward is available in multiple locations at the same time, the two factions avoid each other. It is easier and more efficient to not fight for an event if killing a rare offers the same benefit. Right now, at the launch of 6.2, we are in an atmosphere where the primary concern for most players is earning Honor. Honor can be earned throughout Ashran in a number of ways and as a result, there isn't a lot of competition going on.

The new season will begin soon and inevitably players will turn their attention to earning Conquest. There are only two ways to earn Conquest in Ashran in 6.2. The first is to complete the quests to kill the faction leader and win 4 events. This will put both factions in direct competition with each other over events and the Road of Glory. The second is to kill 200 players of the enemy faction. Obviously, this drives players to kill each other. Our expectation is that if players feel they can compete for these rewards they will.

We're obviously concerned from comments we've seen on these forums and within the game that the Horde feel they cannot compete at events and the central road. When it comes to PvP, players will only participate if they feel they can compete. This is the primary motivation behind the mechanic Lore explained above. When a faction falls behind, it is easy for everyone to go their separate ways and never engage the enemy. This buff should help players win some engagements and hopefully build the confidence (and numbers) needed to compete in the larger battles.

On a related note, I've seen comments that the Horde think they are outnumbered in Ashran, but this just isn't true. We strictly enforce faction balance numbers in Ashran. If there are ten Horde players in Ashran, we will not let an eleventh Alliance player in. We've looked at the data several times and it is clear. The number of Horde and Alliance players in any given Ashran is the same at all times. However, there are a lot more Alliance waiting to get into Ashran. Since we enforce faction balance, the only way to get more Alliance players into Ashran is to get more Horde players into Ashran.

As a small note, I know some people have compared this new buff to Tenacity, but the situation is very different. Tenacity was a buff that scaled based on how lopsided faction balance was in the zone at any given time. Players would have several stacks of Tenacity but they would be terribly outnumbered. We don't allow either faction to be outnumbered in Ashran. This buff is primarily in place to help the faction that's losing recover and hopefully win the next big fight.

Finally, we've have seen the feedback about the desire to see premade raid groups return to Ashran but we don't think this is a good idea. Ultimately, it led to a situation where if you knew to use the premade group finder, you would wait a long time but get into an Ashran where you were guaranteed to win. Unfortunately, if you didn't know about the premade group finder, you would get in immediately but were almost guaranteed to get demolished. We don't think this is a healthy environment for the zone to be in.

We appreciate how passionate everyone has been about the zone. We'll continue to monitor your feedback here and in-game. Thanks for playing and we'll see you on the battlefield!

Comentarios

Comentario de davej9980

Like the idea and capability to be able to go back to old content fun dungeons and rerun in a challenging and rewarding way. BZ to Blizzard for this.

Comentario de AkimboYojimbo

on 2015-06-26T10:36:10-05:00

Really looking forward to Timewalking, never get to see some of these dungeons anymore while leveling and not facerolling the content later will be a welcome experience.

Comentario de Val9

on 2015-06-26T10:36:18-05:00

Some people left our group and the group finder wouldn't let us reque (find more people). Seems like a bug.

Comentario de Kawney

on 2015-06-26T11:07:48-05:00

Timewalking is a joke (atleast for me). Level 95 Prot Warrior, I've done two timewalking dungeons so far (not so sure about the other ones) and were able to pretty much tank & spank the entire thing. It might be more challenging at lower levels, but as a 95 with a full group of random 100's it sure is easy.

Comentario de Val9

on 2015-06-26T12:01:45-05:00

Done 2 so far, and it is not challenging in any way, I assume mostly because it is all well known, and it is not rewarding either it seems in terms of gear, since i got no gear drops from this... very low chance it seems. But I do like this idea, just feel that rewards have to be tweaked, so we have incentive to do them. Maybe some rare pet drops, or something else.

Comentario de MrReaper23

on 2015-06-26T12:10:29-05:00

1st) Timewalking is a joke. Players now have completely different spells and skills compared to the previous expansions, (overpowered and simple) so we cant find a challenge there.

2nd) To summarize what Holinka said.. - The intent of Ashran is to provide a very different play experience than Arenas or Battlegrounds while competing for rewards, in a faction themed conflict. But there is no conflict, so we failed but wont admit it.- People now, will want Honor, which can be gained through many ways within Ashran, but Bgs are better and faster, so we failed but wont admit it.- If you want conquest, there are 2 ways, in Ashran, to get them but its time consuming and not fun, so do a few arenas, so we failed but wont admit it.- Pointless blah blah...- Horde feel like there are too many allies in Ashran, but they are wrong. Even if you see 100 allies destroying your base, while you are 10 people there, you are wrong,so we failed but wont admit it.- Pointless blah blah...- No premade raid groups- Lastly, we appriciate your feedback, but we ignore you completely,so we failed but wont admit it.

So we failed but wont admit it.

Comentario de kragthang

on 2015-06-26T12:26:43-05:00

I agree with some of the previous posts that timewalking is not challenging and neither rewarding. I did 5 dungeons for the seal quest and it wasn't like it used to be. That will probably the first and the last time that I did it. Might be interesting for people, who don't know the instances, though.

Comentario de wisedada

on 2015-06-26T12:44:15-05:00

I see Timewalking like a test Blizzard is doing to check either the reaction of players and the potential of revamping old stuff with scaling down.

Comentario de Random0223

on 2015-06-26T13:03:37-05:00

I'm very glad about this. Now I have to wait through this work day (LE SIGH) ....

Comentario de perica

on 2015-06-26T13:14:05-05:00

Well thats the thing, those dungeons have the same mechanics but classes have gone up in terns if spells and talents. Blizz said they would have to change the boss fights completly to make them challenging but than its not the same dungeon anymore and it would require alot of resources too.

Comentario de Foxpaw

on 2015-06-26T14:13:54-05:00

They're incredibly easy, especially when you bust out all your old legendaries and just faceroll it. Can't complain, though, I missed having the xuen proc.

Comentario de iettlopp

on 2015-06-26T14:26:09-05:00

ashran is the biggest joke in wow pvp history, it feels like a worse TOC. And giving a buff to the losing side is such a bad idea. They are rewarding the losing team which is completely stupid, it feels like a #$%^ing kids game where everybody gets a #$%^ing medal for sucking so bad.

Comentario de ArgentumSC

on 2015-06-26T14:44:52-05:00

Since the ilvl is so low, this means you can break out old legendaries--you're not limited to Warlords of Draenor gear!

Ironically no. Has to be at least level 70 otherwise its going to be underpowered.

Comentario de Manishtusu

on 2015-06-26T17:02:00-05:00

Thunderfury is not underpowered, the proc is very powerful and the item is only 15 ilvl below the rest of the gear. Plus it looks amazing. The legendary metas and cloaks however, or the more powerful (old) set bonuses can really overpower your character.

So yes, it's mostly a faceroll right now, albeit a fun one - I dusted off a bunch of old items just for timewalking. :-)

Comentario de Redband

on 2015-06-26T17:06:25-05:00

People have been asking for timewalker dungeons for years. Blizzard delivers and gives timewalker dungeons --> People qq about it being recycled and lazy content. Come on people, stop whining. I did 5 timewalker dungeons together with my guildies to get the seal from the weekly quest, did Shattered Halls 2 times, Arcatraz once, Black morass once, Mana tombs once. About trash; We often pulled way too much in Arcatraz, and in Shattered halls often 30+ mobs. We wiped a few times but with cooldowns we managed to push trough most of it. Black Morass, the mobs that spawned from the portals melted and didnt seem to do any damage to our tank at all. Mana tombs, we were just starting trash before the first boss, when we accidentally pulled him. The entire room of trash got pulled and we were laughing over teamspeak as not a single person died and we just slowly aoe'd it down, then finished the boss off. About the bosses themselves: The bosses usually only have one, maybe 2 mechanics, but the mechanics they do have are gonna be hitting for a lot. We didn't wipe on any of the bosses and they died fairly quickly. About the loot: All of us were 700+ ilvl so we didn't need any items from there but I can see it being useful to quickly gear up alts.Overall I'd say it's nice blizzard finally added timewalker dungeons and they were a lot of fun to do. Looking forward to the wrath dungeons now! :)

Comentario de Uuneya

on 2015-06-26T21:01:55-05:00

Timewalkers are pretty easy, but that's the point - it's more like a holiday event than serious progression.

I actually really enjoyed them. It's been a long time since I ran these at even level since I tend to avoid leveling in dungeons, and it was a nice change of pace. It also looks like a decent way to gear up alts, even if the drop rate is low.

I really don't mind 'recycled' content at all, although it would have been nice to have more content in WoD itself (and not have what's there be so grindy and repetitive).

Comentario de Nixeska

on 2015-06-26T21:06:34-05:00

Timewalking wasn't meant to be a challenge, no should people have thought for a second that it would be. I'd rather have new dungeons than have them waste time tweaking old ones so they can be challenging once a month.

Comentario de Fabinas

on 2015-06-26T21:25:20-05:00

Am i the only one who sees that the Timewarped filter doesn't work? By clicking the link on the guide, i get a list of the dungeon drops as ilvl 97-200 and not their ilvl660 counterparts. Care to check this?

EDIT : After toying with the filters, it seems you can see the timewarped items if you select the "Drops in Timewalking Mode (Dungeon)" filter. The "Timewarped" Filter is NOT working.